#version  300 es

layout (location=0)in vec4 vPosition;
layout (location=1) in vec2 aTextureCoord;

//矩阵
uniform mat4 u_Matrix;

//输出纹理坐标(s,t)
out vec2 vTexCoord;


void main() {
    gl_Position  = u_Matrix*vPosition;
    gl_PointSize = 10.0;
    vTexCoord = aTextureCoord;

}
